Ok I'm working on making sure a ton of cards are balanced. I don't care about any broken combos with real cards. For the most part they are being used with each other. I just need to make sure they aren't overpowered on there own. I will do a couple cards here and there. I will start with white. Some of them are pushing the power level, and I will try to say when I am trying to push the power level. Other then that lets start. Tell me if they could be templated better also.
Aura Cleave 1WW
Instant - Uncommon
Choose one: Destroy all enchantments; or target creature gains double strike until end of turn.
Aura Intrusion 1W
Instant - Uncommon
Attach target Aura to target creature.
Draw a Card.
Battle Maneuvers 1
Instant - Uncommon
Choose one: Untap any number of target creatures you control; or creatures you control get +1/+1 until end of turn.
Blockade 1W
Instant - Common
Target creature untaps and can block any number of creatures until end of turn.
Combat Cleric 2W
Creature - Giant Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, any number of target white creatures may block any number of creatures. (This effect doesn’t end at end of turn.)
All other white creatures get +0/+2.
1/1
Yeah the names are kinda weird, any suggestions on those would be nice also. I think these are both fine. I'm thinking of changing the mana cost of the first one to 1WW to make it a little harder to cast. Other then that what do you think? Thanks for the help
Aura Cleave = This is probably fine, though a cost of 1WW would keep it from being strictly better than Tempest of Light.
Aura Intrusion = Fair enough. Probably could cost 1W, even.
I had a hard time reviewing these without comparing them to existing cards. You said you only want the cards to balanced against each other, and then only gave us 2 cards to compare.
Aura Cleave - You can keep the cost at 2W and it's a fine Uncommon. Limited appeal depends on the other White removal in the set (Instant speed Double strike is like removal.)
Aura Intrusion - At common you're displaying the set will have a lot of Auras in it. If it doesn't, make this an Uncommon. The power level of the card entirely depends on the Auras you have at common and uncommon level in the set. Also, isn't CMC4 the magic number for Control Magic type effects?
Sorry about not a lot of cards, I don't want to put like 30 cards up and not get a good review on each of them. The set doesn't have a ton of auras so uncommon is prob better. As for comparing, I said it wrong. You can compare to other cards, but they aren't specifically going to be used with existing cards, so I don't care if there are some broken combos with existing cards.
I am gonna keep the first card as is. Second card up to uncommon and keep as is I think.
New Card
Battle Maneuvers 3W
Instant - Uncommon
Choose one: Untap any number of target creatures you control; or creatures you control get +3/+3 until end of turn.
I have the mana cost a little more restrictive, but I'm not sure if it should be. Thanks for the advice so far
Choose one: Destroy all enchantments; or target creature gains double strike until end of turn.
It's a little too cheap. Tempest of Light + Double Cleave shouldn't be just :2mana::symw:, especially as a modular spell. That said... why are these effects paired up? They don't make a lot of mechanical sense together, given that double strike doesn't flavorfully relate to Auras. Now, if you changed the name to something like "Blades of Light," that could fudge it a bit more.
Aura Intrusion 2W
Instant - Uncommon
Attach target Aura to target creature. Gain control of that Aura.
The "gain control" clause will need some more mana in the cost, but simply switching Auras around is perfectly fine at two mana or even one, given some restrictions. The real problem with this card is that it isn't white. It's blue.
Aura Amendment :2mana::symu:
Instant (U)
Gain control of target Aura attached to a creature, then attach it to another target creature.
EDIT: Although, given that it targets enchant-creature Auras only, you can probably swing it at this 3-mana cost you can probably go even lower than Aura Graft. Now that Scuirimancer mentioned it.
Choose one: Untap any number of target creatures you control; or creatures you control get +3/+3 until end of turn.
This just begs for an entwine or kicker cost, since the two effects go so well together. Which brings me to something else: the second effect is green, not white; white likes +1/+1 and +0/+N, whereas green likes +N/+N.
Battle Maneuvers
Instant
Kicker :3mana::symg: (You may play an additional :3mana::symg: as you play this spell.)
Untap any number of target creatures you control. If the kicker cost was paid, creatures you control get +3/+3 until end of turn.
Lol the flavor of all the cards don't make 100% sense. I agree. They weren't all 100% made by me, but I am the one that is trying to make sure they are balanced. I figured getting a little help from the forum to make sure everything is ok.
For the first card, is making the mana more restrictive better?? like 1WW like I said earlier?? I mean I think the card would suck at 4 mana, and I want to try to avoid that.
For the second I figure white likes enchantments way more, also, it can be used as a combat trick from moving the auras from one of your guys to another if possible. Maybe just knock off the gain control part??
For the third what if I changed it to 2 cmc and made it +1/+1?? I don't really want to entwine, it makes it more of a decision card, offense or defense.
And now for a new card
Blockade 1W
Instant - Common
Target creature can block any number of creatures until end of turn.
Its a cool defense trick. Not really trying to break anything with it. Any thoughts?? Thanks for the help so far
For the second I figure white likes enchantments way more, also, it can be used as a combat trick from moving the auras from one of your guys to another if possible. Maybe just knock off the gain control part??
For the third what if I changed it to 2 cmc and made it +1/+1?? I don't really want to entwine, it makes it more of a decision card, offense or defense.
That change sounds good.
Blockade 1W
Instant - Common
Target creature can block any number of creatures until end of turn.
They beat you to it— Valor Made Real. Maybe 1W and untap the creature, too?
I understand Aura Graft, but this is just for creatures. I originally had it that you didn't gain control of the card and that is why I think you could make it white without the gaining control of the card.
I will make the change as I said earlier for the combat maneuvers. As for the last card, making it untap makes perfect sense. That is a great idea. Thanks.
I understand Aura Graft, but this is just for creatures. I originally had it that you didn't gain control of the card and that is why I think you could make it white without the gaining control of the card.
Yeah, and Enchantment Alteration suggests that you might even be able to do a cantripped version if it's only creatures.
Aura Amendment :1mana::symw:
Instant (U)
Attach target Aura attached to a creature to another creature.
Draw a card.
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
Ok cool, I think I will do that, seems like a fun card to use as a combat trick or something as I was saying. Time for a new card.
Combat Cleric 2W
Creature - Giant Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, any number of target white creatures may block any number of creatures. (This effect doesn’t end at end of turn.)
All other white creatures get +0/+2.
1/1
This card is interesting I think. It works well with itself also. What does everyone think. I don't think its really good, cause it needs to deal damage, and even then you need to win the clash. Then only the creatures in play that you target can do it. I mean its something diferent. Any suggestions?? Thanks for the help so far
Private Mod Note
():
Rollback Post to RevisionRollBack
Um... Woot!!
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Aura Cleave 1WW
Instant - Uncommon
Choose one: Destroy all enchantments; or target creature gains double strike until end of turn.
Aura Intrusion 1W
Instant - Uncommon
Attach target Aura to target creature.
Draw a Card.
Battle Maneuvers 1
Instant - Uncommon
Choose one: Untap any number of target creatures you control; or creatures you control get +1/+1 until end of turn.
Blockade 1W
Instant - Common
Target creature untaps and can block any number of creatures until end of turn.
Combat Cleric 2W
Creature - Giant Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, any number of target white creatures may block any number of creatures. (This effect doesn’t end at end of turn.)
All other white creatures get +0/+2.
1/1
Yeah the names are kinda weird, any suggestions on those would be nice also. I think these are both fine. I'm thinking of changing the mana cost of the first one to 1WW to make it a little harder to cast. Other then that what do you think? Thanks for the help
Aura Intrusion = Fair enough. Probably could cost 1W, even.
• Recent Card Ideas • My Drawings at DeviantArt
Aura Cleave - You can keep the cost at 2W and it's a fine Uncommon. Limited appeal depends on the other White removal in the set (Instant speed Double strike is like removal.)
Aura Intrusion - At common you're displaying the set will have a lot of Auras in it. If it doesn't, make this an Uncommon. The power level of the card entirely depends on the Auras you have at common and uncommon level in the set. Also, isn't CMC4 the magic number for Control Magic type effects?
I am gonna keep the first card as is. Second card up to uncommon and keep as is I think.
New Card
Battle Maneuvers 3W
Instant - Uncommon
Choose one: Untap any number of target creatures you control; or creatures you control get +3/+3 until end of turn.
I have the mana cost a little more restrictive, but I'm not sure if it should be. Thanks for the advice so far
It's a little too cheap. Tempest of Light + Double Cleave shouldn't be just :2mana::symw:, especially as a modular spell. That said... why are these effects paired up? They don't make a lot of mechanical sense together, given that double strike doesn't flavorfully relate to Auras. Now, if you changed the name to something like "Blades of Light," that could fudge it a bit more.
The "gain control" clause will need some more mana in the cost, but simply switching Auras around is perfectly fine at two mana or even one, given some restrictions. The real problem with this card is that it isn't white. It's blue.
Aura Amendment :2mana::symu:
Instant (U)
Gain control of target Aura attached to a creature, then attach it to another target creature.
EDIT: Although, given that it targets enchant-creature Auras only,
you can probably swing it at this 3-mana costyou can probably go even lower than Aura Graft. Now that Scuirimancer mentioned it.This just begs for an entwine or kicker cost, since the two effects go so well together. Which brings me to something else: the second effect is green, not white; white likes +1/+1 and +0/+N, whereas green likes +N/+N.
Battle Maneuvers
Instant
Kicker :3mana::symg: (You may play an additional :3mana::symg: as you play this spell.)
Untap any number of target creatures you control. If the kicker cost was paid, creatures you control get +3/+3 until end of turn.
Very Well Then I Contradict Myself.
For the first card, is making the mana more restrictive better?? like 1WW like I said earlier?? I mean I think the card would suck at 4 mana, and I want to try to avoid that.
For the second I figure white likes enchantments way more, also, it can be used as a combat trick from moving the auras from one of your guys to another if possible. Maybe just knock off the gain control part??
For the third what if I changed it to 2 cmc and made it +1/+1?? I don't really want to entwine, it makes it more of a decision card, offense or defense.
And now for a new card
Blockade 1W
Instant - Common
Target creature can block any number of creatures until end of turn.
Its a cool defense trick. Not really trying to break anything with it. Any thoughts?? Thanks for the help so far
That change sounds good.
They beat you to it— Valor Made Real. Maybe 1W and untap the creature, too?
• Recent Card Ideas • My Drawings at DeviantArt
I will make the change as I said earlier for the combat maneuvers. As for the last card, making it untap makes perfect sense. That is a great idea. Thanks.
That's the card I was thinking of.
Yeah, and Enchantment Alteration suggests that you might even be able to do a cantripped version if it's only creatures.
Aura Amendment :1mana::symw:
Instant (U)
Attach target Aura attached to a creature to another creature.
Draw a card.
Very Well Then I Contradict Myself.
Combat Cleric 2W
Creature - Giant Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, any number of target white creatures may block any number of creatures. (This effect doesn’t end at end of turn.)
All other white creatures get +0/+2.
1/1
This card is interesting I think. It works well with itself also. What does everyone think. I don't think its really good, cause it needs to deal damage, and even then you need to win the clash. Then only the creatures in play that you target can do it. I mean its something diferent. Any suggestions?? Thanks for the help so far